Statistics

Created 06 Jul 2023, Published 06 Jul 2023, Last modified 10 May 2024 23:48

Description

Once you have picked your character race and class you will be able to assign the nine numbers to the statistics that you wish. As long as you meet the proper race requirements. (See Character Races for more information on race requirements).

Strength: This is how naturally strong a character is and effects pulling, lifting and hand-to-hand damage amounts.

Agility: This represents the natural speed of a character and how easily they can be hit. Note that the race that you select will modify your movement rate also.

Stamina: This reflects a character’s natural endurance and recuperation rate (R.R.) for lost Life Force (L.F.) and fatigue. This also effects the L.F. bonus each time a character levels.

Intelligence: This a character’s natural mental aptitude. This will effect a characters ability to cast spells, prayers and sing the bard songs of power.

Wisdom: This is a character’s ability to remember information. Wisdom will effect a characters Power Level (P.L.). P.L. is the maximum level that any magic user (Bard, Magi or Priest) can take his/her magic too.

Appeal: This is the character’s ability to influence someone or a group by what you say, how you say it and how you look. The Persuasion Modifier is a bonus or penalty that is added to any PC’s intra-personal skill rolls. The following skills are affected by Appeal: Bargaining, Etiquette, Intimidation, Jesting, Leadership, Story Telling, Subterfuge and Teach.

Status: This represents a character’s life before their adventuring began. Status will therefore effect the amount of gold that your character starts with in-game; the character’s monthly income and the PC’s number of Luck Points (LP’s), (see Luck Points later). The career in Upbringing indicates the career that your family did. Low status indicates that you didn’t have a privileged upbringing.

Magic Resistance (MR) is the character’s natural resilience to offensive spells, prayers, and songs that are directed towards them. Spells, prayers, and songs all have an MR modifier. This modifier is added to a PC’s or NPC’s MR level. The resulting figure is the percentile target roll. The player must roll equal to or less than this in order to resist or partially resist the effects. The higher the MR value the greater the chance of resistance.

Cool (CL) This is the character’s natural ability to negate the effects of shock, severe wounding and fear. The higher the amount the character has in cool the better the chance he or she has of not succumbing to their effects. All opponents will have a Fear Factor (F.F.), this F.F. acts as a modifier against a PC or NPC’s cool. In certain situations the Guide may require players to roll their characters cool. (See also the section Cool Rolls for further information).

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